Re: My program causes MacBook Pro to use NVidia graphics processor
Re: My program causes MacBook Pro to use NVidia graphics processor
- Subject: Re: My program causes MacBook Pro to use NVidia graphics processor
- From: Michael Diehr <email@hidden>
- Date: Mon, 17 May 2010 18:26:46 -0700
Update: it appears as if instantiating a dummy NSOpenGLView in my master process helps the issue.
I'm not clear whether I actually need to go so far as to create the NSOpenGLView and add it as a subview, or if simply linking with the OpenGL framework is sufficient.
Also - not sure what pixel format flags to ask for to guarantee the better video card -- I'm using:
NSOpenGLPixelFormatAttribute attributes[] = {
NSOpenGLPFAAccelerated,
NSOpenGLPFADepthSize, 32,
NSOpenGLPFAMinimumPolicy,
NSOpenGLPFAClosestPolicy,
0 };
which seems to work, *for now* but I'd sure like to have some idea how to make it more future proof.
(I get the feeling this whole "integrated" vs. "power" graphics card switcharoo is a bit of a kludge to begin with -- how about just a single chip that that can throttle down itself?)
On May 17, 2010, at 4:10 PM, Michael Diehr wrote:
> I'm in rather the opposite boat -- my app does NOT trigger the switch to NVIDIA, and my OpenGL calls fail (actually, it's more complicated that this as it's a screensaver and a helper app) but it sounds like if I simply link my bundle to one of the GL frameworks (even if I don't need it?) that will auto-trigger the NVIDIA usage?
>
> I don't suppose apple has provided an API for an app to explicitly ask for one or the other? I see code here to detect and switch, but it looks like it's reverse-engineerd and that's always scary...
>
> http://github.com/codykrieger/gfxCardStatus
>
>
>
>
> On May 4, 2010, at 8:58 PM, Noah Desch wrote:
>
>>
>>
>> Well your list includes:
>>
>> /System/Library/Frameworks/OpenGL.framework/Resources//GLRendererFloat.bundle/GLRendererFloat
>> /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
>> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib
>> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib
>> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib
>> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib
>> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLProgrammability.dylib
>> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib
>> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
>>
>> So I'm guessing that would do it. As to why you'd be linking against these, I can't answer.
>>
>> -Noah
>>
>>
>>
>>
>> On May 3, 2010, at 9:08 PM, Gideon King wrote:
>>
>>> On 04/05/2010, at 10:14 AM, Charles Srstka wrote:
>>>
>>>> If you posted the results to the list, it could be very useful, as someone may see something in there that they recognize.
>>>>
>>>
>>> OK - in case it is useful, here are the results of running the app with that setting, and sorting the output and removing duplicates. The first group is the ones that were loaded at startup, and the second group are the new ones that were loaded as I played with the app for a while.
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